/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

/* ScriptData
SDName: Boss_Darkmaster_Gandling
SD%Complete: 75
SDComment: Doors missing in instance script.
SDCategory: Scholomance
EndScriptData */

#include "ScriptPCH.h"
#include "scholomance.h"

#define SPELL_ARCANEMISSILES           22272
#define SPELL_SHADOWSHIELD             22417                //Not right ID. But 12040 is wrong either.
#define SPELL_CURSE                    18702

#define ADD_1X 170.205f
#define ADD_1Y 99.413f
#define ADD_1Z 104.733f
#define ADD_1O 3.16f

#define ADD_2X 170.813f
#define ADD_2Y 97.857f
#define ADD_2Z 104.713f
#define ADD_2O 3.16f

#define ADD_3X 170.720f
#define ADD_3Y 100.900f
#define ADD_3Z 104.739f
#define ADD_3O 3.16f

#define ADD_4X 171.866f
#define ADD_4Y 99.373f
#define ADD_4Z 104.732f
#define ADD_4O 3.16f

class boss_darkmaster_gandling : public CreatureScript
{
public:
    boss_darkmaster_gandling() : CreatureScript("boss_darkmaster_gandling") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_darkmaster_gandlingAI (pCreature);
    }

    struct boss_darkmaster_gandlingAI : public ScriptedAI
    {
        boss_darkmaster_gandlingAI(Creature *c) : ScriptedAI(c)
        {
            pInstance = me->GetInstanceScript();
        }

        InstanceScript* pInstance;

        uint32 ArcaneMissiles_Timer;
        uint32 ShadowShield_Timer;
        uint32 Curse_Timer;
        uint32 Teleport_Timer;

        void Reset()
        {
            ArcaneMissiles_Timer = 4500;
            ShadowShield_Timer = 12000;
            Curse_Timer = 2000;
            Teleport_Timer = 16000;
        }

        void EnterCombat(Unit * /*who*/) { }

        void JustDied(Unit * /*killer*/)
        {
            if (pInstance)
                pInstance->SetData(TYPE_GANDLING, DONE);
        }

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            //ArcaneMissiles_Timer
            if (ArcaneMissiles_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_ARCANEMISSILES);
                ArcaneMissiles_Timer = 8000;
            } else ArcaneMissiles_Timer -= diff;

            //ShadowShield_Timer
            if (ShadowShield_Timer <= diff)
            {
                DoCast(me, SPELL_SHADOWSHIELD);
                ShadowShield_Timer = 14000 + rand()%14000;
            } else ShadowShield_Timer -= diff;

            //Curse_Timer
            if (Curse_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CURSE);
                Curse_Timer = 15000 + rand()%12000;
            } else Curse_Timer -= diff;

            //Teleporting Random Target to one of the six pre boss rooms and spawn 3-4 skeletons near the gamer.
            //We will only telport if gandling has more than 3% of hp so teleported gamers can always loot.
            if (HealthAbovePct(3))
            {
                if (Teleport_Timer <= diff)
                {
                    Unit *pTarget = NULL;
                    pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
                    if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
                    {
                        if (DoGetThreat(pTarget))
                            DoModifyThreatPercent(pTarget, -100);

                        Creature *Summoned = NULL;
                        switch(rand()%6)
                        {
                            case 0:
                                DoTeleportPlayer(pTarget, 250.0696f,0.3921f,84.8408f,3.149f);
                                Summoned = me->SummonCreature(16119,254.2325f,0.3417f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,257.7133f,4.0226f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,258.6702f,-2.60656f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                            case 1:
                                DoTeleportPlayer(pTarget, 181.4220f,-91.9481f,84.8410f,1.608f);
                                Summoned = me->SummonCreature(16119,184.0519f,-73.5649f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,179.5951f,-73.7045f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,180.6452f,-78.2143f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,283.2274f,-78.1518f,84.8407f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                            case 2:
                                DoTeleportPlayer(pTarget, 95.1547f,-1.8173f,85.2289f,0.043f);
                                Summoned = me->SummonCreature(16119,100.9404f,-1.8016f,85.2289f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,101.3729f,0.4882f,85.2289f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,101.4596f,-4.4740f,85.2289f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                            case 3:
                                DoTeleportPlayer(pTarget, 250.0696f,0.3921f,72.6722f,3.149f);
                                Summoned = me->SummonCreature(16119,240.34481f,0.7368f,72.6722f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,240.3633f,-2.9520f,72.6722f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,240.6702f,3.34949f,72.6722f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                            case 4:
                                DoTeleportPlayer(pTarget, 181.4220f,-91.9481f,70.7734f,1.608f);
                                Summoned = me->SummonCreature(16119,184.0519f,-73.5649f,70.7734f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,179.5951f,-73.7045f,70.7734f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,180.6452f,-78.2143f,70.7734f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,283.2274f,-78.1518f,70.7734f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                            case 5:
                                DoTeleportPlayer(pTarget, 106.1541f,-1.8994f,75.3663f,0.043f);
                                Summoned = me->SummonCreature(16119,115.3945f,-1.5555f,75.3663f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,257.7133f,1.8066f,75.3663f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                Summoned = me->SummonCreature(16119,258.6702f,-5.1001f,75.3663f,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT,10000);
                                if (Summoned)
                                    Summoned->AI()->AttackStart(pTarget);
                                break;
                        }
                    }
                    Teleport_Timer = 20000 + rand()%15000;
                } else Teleport_Timer -= diff;
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_darkmaster_gandling()
{
    new boss_darkmaster_gandling();
}
